Shader "Hidden/ClampColor"
{
    Properties
    {
  
    }
    SubShader
    {
        Tags { "RenderType"="Opaque" }
        Pass
        {
            Name "ClampColor"
            ZTest Always Cull Off ZWrite Off

            HLSLPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
 

            struct Attributes
            {
                float4 positionOS : POSITION;
                float2 uv : TEXCOORD0;
            };

            struct Varyings
            {
                float4 positionHCS : SV_POSITION;
                float2 uv : TEXCOORD0;
            };

            Varyings vert (Attributes input)
            {
                Varyings o;
                o.positionHCS = TransformObjectToHClip(input.positionOS.xyz);
                o.uv = input.uv;
                return o;
            }

            TEXTURE2D_X(_BlitTexture);
            SAMPLER(sampler_BlitTexture);

            half4 frag (Varyings i) : SV_Target
            {
                half4 col = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_BlitTexture, i.uv);
 
                return col;
            }
            ENDHLSL
        }
    }
}
